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testEffect.py
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481 lines (467 loc) · 26.8 KB
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from Constants import *
import testCard
from testCard import *
from randGen import generate_numerical_effect
from random import choice, random, randint
import math
import numpy as np
class testEffect():
def __init__(self, ThisCard, cost, cardType, rarity, cardinfo, trigger = None, target = None, effect = None, numeric = None):
if trigger == None and effect == None and numeric == None and target == None: #If there is no information about the effect in general Then
#if cardType == TYPE_SPELL:
#powerinfo = POWER_DICT[rarity]
power = cardinfo[0]
eff_pref = cardinfo[1]
init_pow = cardinfo[2]
if cost == 0:
effect_spend = (init_pow + 1) * power
else:
effect_spend = (init_pow + cost) * power # Multiply Spell multiplier by the effective card cost, then by card strength and divide by 3 since the spending should be split between this and the attack and defense
if cardType == TYPE_CREATURE:
actual_spend = effect_spend*eff_pref
effect_spend -= actual_spend
#elif cardType == TYPE_CREATURE:
# effect_spend = EFFECT_PREF * (CARD_INITIAL_STRENGTH+cost-cost*CARD_STRENGTH_DROPOFF) * CARD_STRENGTH * 1/3 # Multiply Creature multiplier by the effective card cost, then by card strength and divide by 3 since the spending should be split between this and the attack and defense
#print(cost)
#effect, trigger, target, numeric,
[effect_info, leftover] = generate_numerical_effect(actual_spend, cardType) #Use Effect Spend to Generate Effect
#print(effect_spend, actual_spend, leftover)
effect_spend += leftover
elif cardType == TYPE_SPELL:
actual_spend = effect_spend * cardinfo[3] + cardinfo[4]
[effect_info, leftover] = generate_numerical_effect(actual_spend, cardType)
effect_spend = 0
#^#########################^#
effect = [i[0] for i in effect_info]
trigger = [i[1] for i in effect_info]
target = [i[2] for i in effect_info]
numeric = [i[3] for i in effect_info]
else: #Otherwise Generate Effect Normally
if trigger == None:
trigger = (choice(TRIGGER_LIST),)
if effect == None:
effect = (choice(EFFECT_LIST),)
if target == None:
if self.class_type == CLASS_PLAYER:
target = (choice(PLAYER_TARGET_LIST),) #Add target based on stuff???
elif self.class_type == CLASS_CREATURE:
target = (choice(CREATURE_TARGET_LIST),)
else:
target = (choice(TARGET_LIST),)
#Set self values
eff_len = len(effect)
self.effect = effect
self.trigger = trigger
for i in range(eff_len):
if self.effect[i] == None:
self.class_type = CLASS_PLAYER
#effect_spend = 0
else:
self.class_type = EFFECT_CLASS_DICT[self.effect[i]]
if numeric[i] == None: #If no numeric value, Generate Numeric
if self.effect[i] == SUMMON_EFFECT:
#try:
numeric[i] = random()*MAX_NUMERIC #np.random.choice(np.random.choice(range(0, MAX_COST), p = MANA_CURVE))
#except ValueError:
# numeric = effect_spend
else:
numeric[i] = math.ceil(MAX_NUMERIC * random())
#numeric = [math.ceil(MAX_NUMERIC * random()), math.ceil(MAX_NUMERIC * random())]
#Set leftover self values
if cardType == TYPE_SPELL and numeric[i] == 0:
numeric[i] = 1
if self.effect[i] == BUFF_EFFECT or self.effect[i] == DEBUFF_EFFECT:
r = randint(0, numeric[i])
numeric[i] = [r, numeric[i]-r]
self.numeric = numeric
self.target = target
self.leftover = effect_spend
self.ThisCard = ThisCard
self.eff_len = eff_len
def __str__(self): # Return Pretty Effect String
s = []
for i in range(self.eff_len):
if type(self.effect) == int:
s.append("")
continue
if type(self.effect) == int or self.effect[i] == None:
s.append("")
else:
s.append("""
$$$ %s Effect || Trigger on %s || Targets %s || Has Potency %s $$$"""% (EFFECT_DICT[self.effect[i]], TRIGGER_DICT[self.trigger[i]], TARGET_DICT[self.target[i]], self.numeric[i]))
return "".join(s)
def determine_target(self, own_player, enemy_player):
"""
Determine the target for an effect
"""
if self.class_type == CLASS_PLAYER: #set a and b to the players if the effect is a player effect
a = own_player
b = enemy_player
else:# self.class_type == CLASS_CARDS: #set a and b to the player_cards if it is a card effect
a = own_player.cards[0]
b = enemy_player.cards[0]
try:
print("Effect: %s , Numeric: %i" % (EFFECT_DICT[self.effect], self.numeric))
except TypeError:
print("Effect: %s , Numeric: [%i,%i]" % (EFFECT_DICT[self.effect], self.numeric[0], self.numeric[1]))
if self.target == TARGET_OWN_PLAYER: # If Target Is Own Player, Return
return (a,)
elif self.target == TARGET_OPPONENT: # If Target is Enemy Player, Return
return (b,)
elif self.target == TARGET_ALL: # If Target is All Cards, set and return
print(own_player.cards + enemy_player.cards)
return tuple(own_player.cards + enemy_player.cards)
elif self.target == TARGET_BOTH: # If Target is Both Players, set and return
return (a, b)
elif self.target == TARGET_RANDOM:
return (choice(own_player.cards + enemy_player.cards),)
elif self.target == TARGET_RANDOM_ENEMY:
return (choice(enemy_player.cards),)
elif self.target == TARGET_RANDOM_ALLY:
return (choice(own_player.cards),)
elif self.target == TARGET_RANDOM_CREATURE:
targs = []
if len(own_player.cards) - 1 == 0:
pass
else:
targs + own_player.cards[1:]
if len(enemy_player.cards) - 1 == 0:
pass
else:
targs + enemy_player.cards[1:]
if len(targs) == 0:
return ()
return (choice(targs),)
elif self.target == TARGET_RANDOM_ALLY_CREATURE:
if len(own_player.cards) - 1 == 0:
return ()
return [choice(own_player.cards[1:])]
elif self.target == TARGET_RANDOM_ENEMY_CREATURE:
if len(enemy_player.cards) - 1 == 0:
return ()
return (choice(enemy_player.cards[1:]),)
elif self.target == TARGET_ALL_CREATURE:
targs = []
if len(own_player.cards) - 1 == 0:
pass
else:
targs + own_player.cards[1:]
if len(enemy_player.cards) - 1 == 0:
pass
else:
targs + enemy_player.cards[1:]
if len(targs) == 0:
return ()
return tuple(targs)
elif self.target == TARGET_THIS_CREATURE:
return (self.ThisCard,)
elif self.target == TARGET_ALL_ENEMY_CREATURE:
if len(enemy_player.cards) - 1 == 0:
return ()
return tuple(enemy_player.cards[1:])
elif self.target == TARGET_ALL_ALLY_CREATURE:
if len(own_player.cards) - 1 == 0:
return ()
return tuple(own_player.cards[1:])
elif self.target == TARGET_PLAYERS: # If Target is Player of Choice
while True:
print("Your Health: %i\nEnemy Health: %i" % (own_player.cards[0].stats[DEF], enemy_player.cards[0].stats[DEF]))
self.i = input('Target Which Player? (1 for self, 2 for enemy)') # Get Input for which enemy to attack
try:
self.i = int(self.i) # Check that it is an int
#Return player based on player input
if self.i == 1:
return (a,)
elif self.i == 2:
return (b,)
else:
print('Input a Number Between 1 and 2!')
except ValueError:
print('\nInput a Number!')
elif self.target == TARGET_CREATURE: # If Target is Creature of Choice
while True:
self.i = input('Target Which Player? (1 for self, 2 for enemy)') # Get Input for which enemy to attack
try:
self.i = int(self.i) # Check that it is an int
#Return player based on player input
if self.i == 1:
targ = own_player
elif self.i == 2:
targ = enemy_player
else:
print('Input a Number Between 1 and 2!')
continue
except ValueError:
print('\nInput a Number!')
continue
## Now that player is picked, choose specific enemy
print(targ)
self.i = input("Which of %s's Creatures to target? (0 to not attack)" % targ.name) # Get Input
try:
self.i = int(self.i)
try:
#Return Card at Index or end effect
if len(own_player.cards) + len(enemy_player.cards) <=2:
print("there are no creatures to attack")
return []
print(targ.cards)
if self.i == 0:
continue
elif self.i != 1:
return (targ.cards[self.i-1],)
else:
print("\nMust target Creature")
continue
except IndexError:
print("\nYou don't have that many cards!")
continue
except ValueError:
print('\nInput a Number!')
continue
print('If you see this message, A target is not correctly implimented')
def activate(self, own_player, enemy_player, time, all_players = None): #May have to rewrite Activate based on all hands to make it make sense...
"""
Function for Activating the Card Effect
"""
for i in range(self.eff_len):
eff_ls = self.effect
trig_ls = self.trigger
targ_ls = self.target
num_ls = self.numeric
self.effect = eff_ls[i]
self.trigger = trig_ls[i]
self.target = targ_ls[i]
self.numeric = num_ls[i]
if all_players == None:
if time == self.trigger: # If the current timing is the cards effect timing
if self.effect == DRAW_EFFECT: # If draw
self.t = self.determine_target(own_player, enemy_player) # Find Target List
if len(self.t) == 0:
pass
else:
for c in self.t: # For Object in Target List
#Print Nice Strings and Draw Cards
print('-----------------------------------')
print("%s's hand increased from %i cards," %(c.name, len(c.hand.cards)))
c.deck.draw(c.hand, self.numeric)
print("to %i cards" % len(c.hand.cards))
print('-----------------------------------')
if self.effect == DEAL_EFFECT: # If Deal Damage
self.t = self.determine_target(own_player, enemy_player) #Find Target List
#print("target number: " + str(len(self.t))) # Print Number Of Targets
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
#Print Pretty String and Deal Damage
print('-----------------------------------')
c.stats[DEF] -= self.numeric
print('%i damage dealt to %s. Result Health: %i' % (self.numeric, c.name, c.stats[DEF]))
print('-----------------------------------')
if c in own_player.cards:
own_player.board.render_damage(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_damage(self.numeric, enemy_player, enemy_player.cards.index(c))
if self.effect == HEAL_EFFECT: # If Heal
self.t = self.determine_target(own_player, enemy_player) #Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
#Print Pretty String and Heal
print('-----------------------------------')
c.stats[DEF] = min(c.starting_stats[DEF], c.stats[DEF]+self.numeric)
print("%s was healed %i health. Result Health: %i" %(c.name, self.numeric, c.stats[DEF]))
print('-----------------------------------')
if c in own_player.cards:
own_player.board.render_heal(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_heal(self.numeric, enemy_player, enemy_player.cards.index(c))
if self.effect == SUMMON_EFFECT: # If Summon
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
#Summon Card of Cost Numeric
c.cards.append(testCard.testCard(cardType = TYPE_CREATURE, state = STATE_SLEEP, effect = True, effect_chance = 0.2, cost = self.numeric))
print("Creature Summonned for %s" %c.name)
if self.effect == BUFF_EFFECT: # If Buff
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
c.stats[ATT] += self.numeric[0]
c.stats[DEF] += self.numeric[1]
print("%s was buffed +%i/+%i to %i/%i" %(c.name, self.numeric[0], self.numeric[1], c.stats[1], c.stats[2]))
if c in own_player.cards:
own_player.board.render_buff(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_buff(self.numeric, enemy_player, enemy_player.cards.index(c))
if self.effect == SPLIT_DEAL_EFFECT: # If Deal Damage
print('-----------------------------------')
i = 0
while i < self.numeric:
self.t = self.determine_target(own_player, enemy_player) #Find Target List
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
#Print Pretty String and Deal Damage
c.stats[DEF] -= 1
print('%i damage dealt to %s. Result Health: %i' % (1, c.name, c.stats[DEF]))
if c in own_player.cards:
own_player.board.render_damage(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_damage(self.numeric, enemy_player, enemy_player.cards.index(c))
i+=1
print('-----------------------------------')
if self.effect == SPLIT_HEAL_EFFECT: # If Heal
print('-----------------------------------')
i = 0
while i < self.numeric:
self.t = self.determine_target(own_player, enemy_player) #Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
#Print Pretty String and Heal
c.stats[DEF] = min(c.starting_stats[DEF], c.stats[DEF]+1)
print("%s was healed %i health. Result Health: %i" %(c.name, 1, c.stats[DEF]))
if c in own_player.cards:
own_player.board.render_heal(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_heal(self.numeric, enemy_player, enemy_player.cards.index(c))
i+=1
print('-----------------------------------')
if self.effect == TAUNT_EFFECT:
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
c.active_effects[TAUNT_INDEX] = 1
if self.effect == DIVINE_SHIELD_EFFECT:
self.t = self.determine_target(own_player, enemy_player)
if len(self.t) == 0:
pass
else:
for c in self.t:
c.active_effects[DIVINE_SHIELD_INDEX] = 1
if c in own_player.cards:
own_player.board.render_shield(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_shield(self.numeric, enemy_player, enemy_player.cards.index(c))
if self.effect == CHARGE_EFFECT:
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
c.active_effects[CHARGE_INDEX] = 1
if self.effect == WINDFURY_EFFECT:
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
c.active_effects[WINDFURY_INDEX] = 1
if self.effect == DEBUFF_EFFECT: # If Buff
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
c.stats[ATT] -= self.numeric[0]
c.stats[DEF] -= self.numeric[1]
print("%s was buffed -%i/-%i to %i/%i" %(c.name, self.numeric[0], self.numeric[1], c.stats[1], c.stats[2]))
if c in own_player.cards:
own_player.board.render_buff(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_buff(self.numeric, enemy_player, enemy_player.cards.index(c))
if self.effect == DESTROY_EFFECT:
self.t = self.determine_target(own_player, enemy_player)
if len(self.t) == 0:
pass
else:
for c in self.t:
c.stats[DEF] = 0
print("%s was destroyed" % (c.name))
if c in own_player.cards:
own_player.board.render_damage(self.numeric, own_player, own_player.cards.index(c))
elif c in enemy_player.cards:
own_player.board.render_damage(self.numeric, enemy_player, enemy_player.cards.index(c))
if self.effect == FREEZE_EFFECT:
self.t = self.determine_target(own_player, enemy_player) # Determine Target
if len(self.t) == 0:
pass
else:
for c in self.t: # Loop Through Targets
c.active_effects[FROZEN_INDEX] = 1
else:
if time == self.trigger: # If the current timing is the cards effect timing
if self.effect == DRAW_EFFECT: # If draw
self.t = self.determine_target(own_player, enemy_player) # Find Target List
for c in self.t: # For Object in Target List
#Print Nice Strings and Draw Cards
print('-----------------------------------')
print("%s's hand increased from %i cards," %(c.name, len(c.hand.cards)))
c.deck.draw(c.hand, self.numeric)
print("to %i cards" % len(c.hand.cards))
print('-----------------------------------')
if self.effect == DEAL_EFFECT: # If Deal Damage
self.t = self.determine_target(own_player, enemy_player) #Find Target List
for c in self.t: # Loop Through Targets
#Print Pretty String and Deal Damage
print('-----------------------------------')
c.stats[DEF] -= self.numeric
print('%i damage dealt to %s. Result Health: %i' % (self.numeric, c.name, c.stats[DEF]))
print('-----------------------------------')
if self.effect == HEAL_EFFECT: # If Heal
self.t = self.determine_target(own_player, enemy_player) #Determine Target
for c in self.t: # Loop Through Targets
#Print Pretty String and Heal
print('-----------------------------------')
c.stats[DEF] = min(c.starting_stats[DEF], c.stats[DEF]+self.numeric)
print("%s was healed %i health. Result Health: %i" %(c.name, self.numeric, c.stats[DEF]))
print('-----------------------------------')
if self.effect == SUMMON_EFFECT: # If Summon
self.t = self.determine_target(own_player, enemy_player) # Determine Target
for c in self.t: # Loop Through Targets
#Summon Card of Cost Numeric
c.cards.append(testCard.testCard(cardType = TYPE_CREATURE, state = STATE_SLEEP, effect = True, effect_chance = 0.2, cost = self.numeric))
print("Creature Summonned for %s" %c.name)
if self.effect == BUFF_EFFECT: # If Buff
self.t = self.determine_target(own_player, enemy_player) # Determine Target
for c in self.t: # Loop Through Targets
c.stats[ATT] += self.numeric[0]
c.stats[DEF] += self.numeric[1]
print("%s was buffed +%i/+%i to %i/%i" %(c.name, self.numeric[0], self.numeric[1], c.stats[1], c.stats[2]))
if self.effect == SPLIT_DEAL_EFFECT: # If Deal Damage
print('-----------------------------------')
i = 0
while i < self.numeric:
self.t = self.determine_target(own_player, enemy_player) #Find Target List
for c in self.t: # Loop Through Targets
#Print Pretty String and Deal Damage
c.stats[DEF] -= 1
print('%i damage dealt to %s. Result Health: %i' % (1, c.name, c.stats[DEF]))
i+=1
print('-----------------------------------')
if self.effect == SPLIT_HEAL_EFFECT: # If Heal
print('-----------------------------------')
i = 0
while i < self.numeric:
self.t = self.determine_target(own_player, enemy_player) #Determine Target
for c in self.t: # Loop Through Targets
#Print Pretty String and Heal
c.stats[DEF] = min(c.starting_stats[DEF], c.stats[DEF]+1)
print("%s was healed %i health. Result Health: %i" %(c.name, 1, c.stats[DEF]))
i+=1
print('-----------------------------------')
self.effect = eff_ls
self.trigger = trig_ls
self.target = targ_ls
self.numeric = num_ls
print('eff num: ' + str(len(self.effect)))